Suggestion: Improve the District's design.

Discussion in 'Mapping' started by Mr. Weedy, Sep 5, 2007.

  1. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    I reported this in the mantis but Krenzo said I have to report this on the forum so I'll report it on the forum.

    There's also some discussion about this already in the RC 22's topic but not so philosophize as I'm going to paste here from the mantis.

    Here:



    I have noticed that BE is winning on this map a lot more than NF, at least when I'm playing on it.

    I took a look around and noticed that NF has more hard time to get to the
    flag than BE.

    Blue arrows indicate weapon fire and double headed red arrows mean the
    possibility to move from one place to another.

    http://img266.imageshack.us/img266/2048/districtflagbalancenf1fs6.png

    When NF is running behind the APC, BE can shoot them quite freely behind
    cover while NF doesn't have almost any cover even behind the APC if
    there's a BE guy next to the wall in one of those holes in the wall. Also
    even you could get in that area which has pilars covering you, those don't
    give you enough cover.

    http://img266.imageshack.us/img266/2082/districtflagbalancenf2wq9.png

    BE can freely shoot at you when you are trying to run to the flag and
    capture it.

    http://img205.imageshack.us/img205/8941/districtflagbalancenf3gc4.png

    Another picture of the situation.

    http://img266.imageshack.us/img266/5608/districtflagbalancebe4ul4.png

    When BE is going for the flag, NF doesn't have any other covers there than
    the boxes next to the flag. They can't go in the same way next to the wall
    as BE can and shoot from there and still have some cover. Even the tank is
    closer than APC it just give BE more advantage than advantage for NF
    because BE can always have scout up in the window to shoot NF down or have
    even riflemen there and they can still hit you quite well compered to NF
    end's hideout.

    http://img266.imageshack.us/img266/5023/districtflagbalancebe5vo4.png

    NF doesn't have as much cover as BE does when they move forward. Also NF
    needs to run for the flag little longer than BE.

    I think this could be fixed if NF would have same kind of holes in the
    wall too as BE has when they advance to NF's end. It would help a lot
    because now there isn't enough places to take cover. Also on NF's end you
    can just sprint around the corner next to the APC and you are on alley. On
    BE end you need to sprint across the street behind the tank before you are
    at alley. At that time you have great chance to get shot.

    I think more imprints in the walls in the BE's end would help nicely. Also
    moving the flag little bit more to NF's end would be good. Not a lot but
    just a tiny bit.




    I think tthere're all or at least almost all necessary things which you need to know. My conclusion is that NF has disadvantage on District's middle flag.

    PLUS as someone said in the RC 22 topic BE can also snipe from the generator room's second floor next to the tank.
     
    Last edited: Sep 5, 2007
  2. Solokiller

    Solokiller Member

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    If i moved the NF APC around a bit and rotated it a bit, and add something to the second floor of the generator rooms to prevent sniping, would that balance it?
     
  3. Broccoli

    Broccoli Member

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    I like how I'm headshotting someone in 40% of those screenshots :cool: :headshot: :headshot:

    Nice analysis though, something does need to be done.
     
  4. Krenzo

    Krenzo Administrator

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    What about the alley on the left side the NF can get to after capping the middle? That's a huge advantage for the NF. If you can get in there, you can flank the BE team and provide a clear path to the flag after the middle.

    If BE are hiding behind the APC in the building area you pointed out, you can come to the mouth of the alley on the NF side and have a clear shot at all of them.
     
  5. Goose

    Goose Member

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    The BE sniper window is deadly to NF. The NF window basically sucks because you cant get very many guys up there at all. A huge concern too is where you can go up the ladder on BE side into that building. They can snipe there as well. Those places need reworking. The NF last ladder building only faces the street and is further down so you can watch the 2nd flag closest to middle. The BE last flag you actually can shoot at the middle.
     
  6. davee magee

    davee magee Member

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    i wonder if moving one of the flags to be underground would do any good;

    it would certainly make things more interesting...
     
  7. Private Sandbag

    Private Sandbag Member

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    just some more hidey holes in the edges of the street near the tank would be good enough in my opinion
     
  8. Jcw87

    Jcw87 Member

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    There's an easy solution to this for NF. See a fuckton of BE guys hiding behind a tank? Nadespam. Rifleman nadespam. If you aim it right, guarunteed to clear that area, either by killling, or chasing them out.
     
  9. Krenzo

    Krenzo Administrator

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    Yeah, that works pretty good.
     
  10. Solokiller

    Solokiller Member

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    First people ask for an increase in view distance, now they complain the Scouts snipe them. I can't change view distance for scouts using scopes, you know.
     
  11. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    Add fog there instead. ;) (Just joke. :) )

    But as Private Sandbag said I think "Just some more hidey holes in the edges of the street near the tank would be good enough in my opinion."

    I think that would balance it a lot and also, Solokiller, as you said about the APC do move it around a little bit and rotate it too. I think then it's just fine balanced.

    And Avair I know I didn't draw every single line there which could be possibly used but I drew some of them to point out the most important points.

    And Krenzo normally when you try to get to the alley on the BE's end, there's already bunch of guys hiding there with turrets or something like that and you get killed there most likely. ALSO BE has a LOT shorter way to the alley than NF has so that makes BE defending the alley even easier because they can pump men there almost immediatelly when someone on there dies.
     
    Last edited: Sep 6, 2007
  12. arklansman

    arklansman Member

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    Scouts are far from being a problem, and anyone in that BE window is very easy to counter.
     
  13. knighttemplar

    knighttemplar Member

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    yeah, it's lobster prone on the boxes in the upstairs window on the NF side that I worry about.
     
  14. Private Sandbag

    Private Sandbag Member

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    god yes.

    who knows what he's doing in there.
     
  15. Chahk

    Chahk Member

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    The most obvious thing to improve District is of course to open the roof access. Maybe do it in a limited way so that rooftop sniping is not possible (railing high enough to prevent shooting over it).
     
  16. Solokiller

    Solokiller Member

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    Then people new to the mod would complain about it and it would look ugly to be able to walk into an invisible wall that prevents you from seeing what's behind the buildings. It's also a bitch to optimize with visibility, and the level would grow close to 100 mb because of the lightmaps on the roofs.
     
  17. Chahk

    Chahk Member

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    Ok, maybe "railing" is a wrong term. What do you call those walls they place on roof edges so that people don't fall off? Make them high enough so that turret-climbing isn't possible.

    I didn't think it would be easy either.

    100mb worth of urban fighting goodness :)
     
  18. nhammen

    nhammen Member

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    He meant the side facing AWAY from the street: you know, the side that has nothing on it, and thus would be an invisible wall?
     
  19. Chahk

    Chahk Member

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    Oh, I see what you mean.

    Nobody to date has complained about running into invisible barriers all around the map on Duststorm, for example, so that wouldn't be any different.
     
  20. Solokiller

    Solokiller Member

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    Except it will be, you wouldn't see anything up there besides the skybox, and using the 3D skybox to place buildings there would bloat the map size even more.
     

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